#version 330
uniform mat4 objectWorldViewProjection;
layout(location = 5) in vec3 vertex;
layout(location = 4) in vec3 normal;  // object space

out float znorm;

void main(){
    
    // Apply the default transformation to the vertex
    gl_Position = objectWorldViewProjection * vec4(vertex,1.);

    znorm = vertex.z+1.;
}
